Prep for Part 4

This commit is contained in:
karl 2025-08-25 16:20:32 +02:00
parent a198b71a26
commit 00526b9e1f
5 changed files with 66 additions and 20 deletions

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LICENSE.md Normal file
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This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org/>

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README.md Normal file
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# Geometry Grass in Godot
This respository contains the project which is developed in my "Grass Rendering Series". To access the state of the project at the start or end of a given tutorial, check out that commit.
If you want to follow along, start here: https://hexaquo.at/pages/grass-rendering-series-part-1-theory/

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environment.tres Normal file
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[gd_resource type="Environment" load_steps=3 format=3 uid="uid://c6gg4l7fynga2"]
[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_3gqex"]
ground_color = Color(1, 1, 1, 1)
[sub_resource type="Sky" id="Sky_tlwt5"]
sky_material = SubResource("PhysicalSkyMaterial_3gqex")
[resource]
background_mode = 2
background_energy_multiplier = 3.0
sky = SubResource("Sky_tlwt5")
tonemap_mode = 4
glow_enabled = true
glow_bloom = 0.1
glow_blend_mode = 1
fog_enabled = true
fog_light_color = Color(0.851974, 0.909539, 1, 1)
fog_sun_scatter = 0.15
fog_aerial_perspective = 0.93
fog_sky_affect = 0.0
adjustment_enabled = true
adjustment_contrast = 1.3
adjustment_saturation = 1.3

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@ -30,12 +30,12 @@ void vertex() {
cut_height = 1.0; cut_height = 1.0;
// Cutting all grass on the right // Cutting all grass on the right
if (NODE_POSITION_WORLD.x > 0.0) { //if (NODE_POSITION_WORLD.x > 0.0) {
cut_height = 0.5; //cut_height = 0.5;
//
VERTEX.y = min(VERTEX.y, cut_height); //VERTEX.y = min(VERTEX.y, cut_height);
UV.y = max(UV.y, 1.0 - cut_height); //UV.y = max(UV.y, 1.0 - cut_height);
} //}
bottom_to_top = 1.0 - UV.y; bottom_to_top = 1.0 - UV.y;
@ -72,6 +72,9 @@ void vertex() {
} }
void fragment() { void fragment() {
// Correct normals on back-faces
if (!FRONT_FACING) NORMAL = -NORMAL;
AO = bottom_to_top - current_wind_bend * wind_ao_affect; AO = bottom_to_top - current_wind_bend * wind_ao_affect;
AO_LIGHT_AFFECT = cut_height; AO_LIGHT_AFFECT = cut_height;

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@ -1,8 +1,9 @@
[gd_scene load_steps=18 format=3 uid="uid://cvcy4ye5phhn4"] [gd_scene load_steps=16 format=3 uid="uid://cvcy4ye5phhn4"]
[ext_resource type="ArrayMesh" uid="uid://bte61gg2ejn5e" path="res://grass-stalk.obj" id="1_4cp3x"] [ext_resource type="ArrayMesh" uid="uid://bte61gg2ejn5e" path="res://grass-stalk.obj" id="1_4cp3x"]
[ext_resource type="Shader" uid="uid://db6rwrkgyosy0" path="res://grass.gdshader" id="2_8rwdi"] [ext_resource type="Shader" uid="uid://db6rwrkgyosy0" path="res://grass.gdshader" id="2_8rwdi"]
[ext_resource type="Script" uid="uid://bmx385ngdvuwt" path="res://grass.gd" id="3_aqk2v"] [ext_resource type="Script" uid="uid://bmx385ngdvuwt" path="res://grass.gd" id="3_aqk2v"]
[ext_resource type="Environment" uid="uid://c6gg4l7fynga2" path="res://environment.tres" id="4_aqk2v"]
[sub_resource type="Gradient" id="Gradient_odt3n"] [sub_resource type="Gradient" id="Gradient_odt3n"]
offsets = PackedFloat32Array(0) offsets = PackedFloat32Array(0)
@ -61,17 +62,6 @@ buffer = PackedFloat32Array(0.703672, 0, -0.711932, 2.46375, 0, 1.001, 0, 0, 0.7
[sub_resource type="SphereMesh" id="SphereMesh_tlwt5"] [sub_resource type="SphereMesh" id="SphereMesh_tlwt5"]
[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_3gqex"]
ground_color = Color(1, 1, 1, 1)
energy_multiplier = 3.0
[sub_resource type="Sky" id="Sky_a067n"]
sky_material = SubResource("PhysicalSkyMaterial_3gqex")
[sub_resource type="Environment" id="Environment_cjdki"]
background_mode = 2
sky = SubResource("Sky_a067n")
[node name="World" type="Node3D"] [node name="World" type="Node3D"]
[node name="GrassChunk" type="Node3D" parent="."] [node name="GrassChunk" type="Node3D" parent="."]
@ -92,9 +82,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.3, 0)
mesh = SubResource("SphereMesh_tlwt5") mesh = SubResource("SphereMesh_tlwt5")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_cjdki") environment = ExtResource("4_aqk2v")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="WorldEnvironment"] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="WorldEnvironment"]
transform = Transform3D(-0.926267, -0.376806, -0.00684522, -0.363545, 0.888589, 0.279724, -0.0993189, 0.261587, -0.960056, -0.156811, 0.610055, 0) transform = Transform3D(-0.926267, -0.376806, -0.00684522, -0.363545, 0.888589, 0.279724, -0.0993189, 0.261587, -0.960056, -0.156811, 0.610055, 0)
light_energy = 3.0 light_energy = 1.5
shadow_enabled = true shadow_enabled = true